adamsmith wrote:The TK is basically vanilla as per the rules. 10D (A,D,U)
The teleporting attack looks like this:
Teleport D,U p158 6 + 1w 320 yrds No physics +1, Subtle +1
Teleport D,U p158 2 No physics +1, Subtle +1, Extra capacity (mass) +1
Useful (move other) 3h n = 5 Boost Range +1 x n, Exhausted -3, Mental Strain -2 (1S to head), Go Last -1, Will Power Bid -1 (0 success, 1 fail), Not self -1, Affect others +2
If the target can tell that the Teleportation is about to target him, I would allow him to declare and attempt Dodge to try to keep the teleporter from "locking on."
But ultimately a character who can teleport people at a distance into outer space and has no qualms about doing it (it's killing, after all) is very, very dangerous. As GM, think not in terms of how you can balance it out and make the NPCs able to resist the power, but in terms of how they will approach dealing with that character knowing how dangerous he or she is. If they know that character is around and is out for blood, I wouldn't have them stand around making themselves targets. I'd have them fight just as dirty as the players would facing that kind of enemy. They'd look for ways to disable or murder him or her, or else go after his or her Motivations if those are known until the PCs Willpower drops to zero and the power gets less reliable.